/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorPerProjectUserSettings.h
class UEditorPerProjectUserSettings : public [UObject](API\Runtime\CoreUObject\UObject\UObject)
int32
AssetViewerProfileIndex
Per project user settings for which asset viewer profile should be used.
FString
AssetViewerProfileName
uint32: 1
bAllowSelectTranslucent
True if user should be allowed to select translucent objects in perspective viewports
bool
bAlwaysBuildUAT
Always build UAT before launching the game. It will decrease iteration times if disabled
uint32:  1
bAlwaysGatherBehaviorTreeDebuggerData
If enabled, behavior tree debugger will collect its data even when all behavior tree editor windows are closed
uint32:  1
bAnimationReimportWarnings
If enabled, will compare an animation's sequence length and curves against the old data and inform the user if something changed
uint32: 1
bAutoloadCheckedOutPackages
Color curve: Release->Attack happens instantly Attack holds for AttackHoldPeriod, then Decays from Attack to Sustain for DecayPeriod with DecayExponent, then Sustain holds for SustainHoldPeriod, then Releases from Sustain to Release for ReleasePeriod with ReleaseExponent
uint32: 1
bAutomaticallyHotReloadNewClasses
If enabled, any newly added classes will be automatically compiled and trigger a hot-reload of the module they were added to
uint32: 1
bDisplayActionListItemRefIds
If enabled, tooltips on SGraphPaletteItems will show the associated action's string id
uint32:  1
bDisplayBlackboardKeysInAlphabeticalOrder
If enabled, blackboard keys displayed in blackboard editor and key selector will be sorted in alphabetical order .
uint32: 1
bDisplayDocumentationLink
If enabled, tooltips linked to documentation will show the developer the link bound to that UI item
bool
bDisplayEngineVersionInBadge
When enabled, Engine Version Number is displayed in the ProjectBadge
uint32: 1
bDisplayUIExtensionPoints
===================================================================== The following options are exposed in the Preferences Editor If enabled, any newly opened UI menus, menu bars, and toolbars will show the developer hooks that would accept extensions
bool
bEnableSwarmDebugging
Enable swarm debugging features. Temp ssf files are not removed. Detailed message printing
bool
bGetAttentionOnUATCompletion
If enabled, the Editor will attempt to get the users attention whenever a UAT task (such as cooking or packaging) is completed
uint32: 1
bKeepAttachHierarchy
If enabled, export level with attachment hierarchy set
uint32:  1
bKeepFbxNamespace
If enabled, the fbx parser will keep the fbx namespaces, otherwise the namespace will be append to fbx node.
TObjectPtr< cla...
BlueprintFavorites
bool
bPreviewFeatureLevelActive
Is feature level preview currently active
bool
bPreviewFeatureLevelWasDefault
bool
bSCSEditorShowFloor
bool
bSCSEditorShowGrid
uint32:  1
bShowCompilerLogOnCompileError
If enabled, the compile message log window will open if there is a compiler error on Hot Reload
uint32:  1
bShowImportDialogAtReimport
If enabled, the fbx option dialog will show when user re-import a fbx
uint32: 1
bShowSelectionSubcomponents
If this is true, all of an actors' components will be drawn when the actor or one of its component is selected
uint32: 1
bSuppressFullyLoadPrompt
If this is true, the user will not be asked to fully load a package before saving or before creating a new object
uint32: 1
bUseCurvesForDistributions
Select to make Distributions use the curves, not the baked lookup tables.
bool
bUseSimplygonSwarm
When enabled, use SimplygonSwarm Module / server to create proxies
FDirectoryPath
DataSourceFolder
Specify a project data source folder to store relative source file path to ease the re-import process
FName
PreviewDeviceProfileName
int32
PreviewFeatureLevel
The feature level we should use when loading or creating a new world
FName
PreviewPlatformName
The platform name to preview, or NAME_None if there is no preview platform
FName
PreviewShaderFormatName
The shader format to preview, or NAME_None if there is no preview platform
FName
PreviewShaderPlatformName
The shader platform to preview, or NAME_None if there is no preview platform
int32
PropertyMatrix_NumberOfPasteOperationsBeforeWarning
Controls the minimum value at which the property matrix editor will display a loading bar when pasting values
int32
SCSViewportCameraSpeed
How fast the SCS viewport camera moves
FString
SimplygonServerIP
Server IP for the distributed Simplygon server
uint32
SimplygonSwarmDelay
Time between JSON net requests for Simplygon Swarm
FString
SwarmIntermediateFolder
Folder in which Simplygon Swarm will store intermediate texture and mesh data that is uploaded to the Swarm
uint32
SwarmMaxUploadChunkSizeInMB
uint32
SwarmNumOfConcurrentJobs
Number of concurrent swarm jobs to execute. This is independent of the main job queue.